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       Web 2.0 Trends & Applications
                        for Learning

              Gary Woodill & Janet Clarey
How to Participate

1. E-mail your questions and
   comments to gary@brandon-
   hall.com and janet@brandon-
   hall.com
2...
Agenda

A theory about technology innovation
 lifecycles
Learning technologies in 1996, 2006, 2009,
 2014
 Differences ...
Multimedia Technologies (1996)
Animation Tools – Assessment Tools – Audio Production – Authoring Tools–
Browsers – CDs – E...
E-Learning Technologies (2006)
Affective Computing – Agents – Animation Tools – Artificial Intelligence –
Assessment Tools...
E-Learning Technologies (2009)
Affective Computing – Agents – Animation Tools – Artificial Intelligence –
Assessment Tools...
Theory of Innovation
Technology Innovation Cycle
Problems  New ideas and tinkering 
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
      Resistance and H...
Resistance

Western Union (1876) – “This telephone has too many
 shortcomings to be seriously considered as a means
 of co...
Resistance

Western Union (1876) – “This telephone has too many
 shortcomings to be seriously considered as a means
 of co...
Resistance

Western Union (1876) – “This telephone has too many
 shortcomings to be seriously considered as a means
 of co...
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
      Resistance and H...
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
      Resistance and H...
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
      Resistance and H...
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
      Resistance and H...
Technology Innovation Cycle
Problems  New ideas and tinkering 
   New Technology  (Version 1.0)
      Resistance and H...
Technology Innovation Cycle
   Problems  New ideas and tinkering 
      New Technology  (Version 1.0)
         Resista...
Theory of Innovation
Products  Applications  Services

                              Applications Curve
                ...
Version 1.0 – Supportive Innovation




  “We look at the present through a rear-view mirror. We
            march backwar...
Steamship 1.0
Electric Light 1.0
Automobiles 1.0
Turn Signals 1.0
“Trafficators”
Learning Technologies 1.0

Supportive Technologies
Some learning technologies are SUPPORTIVE of the
  current way of doing...
Learning Technologies 2.0
Disruptive Technologies
Other learning technologies are DISRUPTIVE of the current
  way of doing...
Theory of Innovation
Theory of Innovation
Theory of Innovation
Theory of Innovation
   Product Innovation Curve
                               Peaking technologies




      Ascending t...
Theory of Innovation
 Product Innovation Curve (2006)




Affective Computing
Avatars
Classroom Response Systems
Data Mini...
Theory of Innovation
Product Adoption Curve (2006)

 Ascending technologies
 Social Networking Tools
 Web Feeds
 Simulatio...
Theory of Innovation
Product Innovation Curve (2006)
                 Peaking technologies



                  Collaborat...
Theory of Innovation
Product Innovation Curve (2006)
                              Maturing technologies
                 ...
Theory of Innovation
Product Innovation Curve (2006):




                               Computer Assisted Instruction
   ...
The Big Picture
   Training Technologies (1996)
                                    Peaking technologies

                ...
The Big Picture
   Training Technologies (2006)
                                      Peaking technologies

              ...
The Big Picture
   Training Technologies (2009)
                                      Peaking technologies

              ...
The Big Picture
   Training Technologies (2014)
                                        Peaking technologies

            ...
E-Learning Technologies (2009)
Affective Computing – Agents – Animation Tools – Artificial Intelligence –
Assessment Tools...
Social Networking Services

• Find experts
• Get fast
  answers
• Build
  relationships
• Informal
  learning




        ...
Blogs


• Capture knowledge
• Reflection
• Feedback
• Professional Development




                               16
Wikis


• Manage information
• Provide documentation
• Share resources
• Knowledge repository




                        ...
Virtual Worlds



• Greater social
presence compared
with other learning
technologies
• Enhanced
interaction
• Realistic 3...
Hewlett-Packard Web 2.0 Community

Components of
the Web 2.0
Online Learning
Community:
•Blogs
•Discussion Board
•Social
B...
Hewlett-Packard Blogs
Shared authorship:
• Novice
• Expert
• Course vendor
• Learning &
Development
Supports:
• Audio/ Vid...
Hewlett-Packard Discussion Board


• Share
knowledge
• Share
experiences
•L&D
facilitates
discussions




                ...
Hewlett-Packard User-Generated Content



• Rapid
development
tools
• Instructional
design support




                   ...
Hewlett-Packard Wiki


HPedia
• Same
framework
as
Wikipedia




                                   16
Hewlett-Packard Social Bookmarking


• Stores
bookmarks
on server
• Tag and
share
resources




                          ...
Hewlett-Packard : Measuring




                              16
Hewlett-Packard : Benefits


                  •Time and Cost
                  Savings

                  •Productivity
 ...
GE Contractual Services : Virtual World



Training
program to
elicit time-
critical
strategic
behavior in
response to a
f...
GE Contractual Services: Virtual World


Design
•Movie storyline
•3 hours
•Game-based
steps
•Uses actual
tools staff
would...
GE Contractual Services: Virtual World


Game design
• Automated
bots mimic
personnel
• Simulation
uses artificial
intelli...
GE Contractual Services: Virtual World
Benefits
• Improves time
response to outages
• Better organization
of people and
eq...
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
 Theory of innovation lifecycles su...
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
 Theory of innovation lifecycles su...
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
 Theory of innovation lifecycles su...
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
 Theory of innovation lifecycles su...
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
 Theory of innovation lifecycles su...
Summary

 There has been an “explosion” of learning
technologies since the mid-1990s
 Theory of innovation lifecycles su...
Q&A
           Thank you!
Here is how you can connect us:

E-Mail: gary@brandon-hall.com
       janet@brandon-hall.com
Blo...
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Web Trends Brandon Hall

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Published on

Web 2.0 Trends & Applications in Learning
by Dr. Gary Woodill and Janet Clarey, analysts from Brandon Hall Research Group, reveal how enterprises are leveraging Web 2.0. For the Elearning! Summit 4/30/09

Published in: Education, Technology

Transcript of "Web Trends Brandon Hall"

  1. 1. LOGO Web 2.0 Trends & Applications for Learning Gary Woodill & Janet Clarey
  2. 2. How to Participate 1. E-mail your questions and comments to gary@brandon- hall.com and janet@brandon- hall.com 2. TWEET! – send Twitter messages to your followers, and to me at @gwoodill - use #BrandonHall in your tweets so we can find them 3. Post questions during the session – we will answer them at the end
  3. 3. Agenda A theory about technology innovation lifecycles Learning technologies in 1996, 2006, 2009, 2014  Differences between Version 1.0 and Version 2.0 Web 2.0 tools and technologies gaining traction How Web 2.o tools and technologies are used to support workplace learning Q & A
  4. 4. Multimedia Technologies (1996) Animation Tools – Assessment Tools – Audio Production – Authoring Tools– Browsers – CDs – E-Mail – Graphics Tools – Presentation Tools – Search – Quicktime Video
  5. 5. E-Learning Technologies (2006) Affective Computing – Agents – Animation Tools – Artificial Intelligence – Assessment Tools – Audio Production – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e-Mail – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Haptics – Learning Management Systems – Learning Objects and Repositories – Location– based Technologies – Mashups – Metadata, Ontologies and Taxonomies – Mobile Learning – Natural Language Processing – Peer to Peer – Personal Learning Environments – Personalization – Podcasting – Portals – Presence Applications – Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots – Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds (RSS) – Wikis
  6. 6. E-Learning Technologies (2009) Affective Computing – Agents – Animation Tools – Artificial Intelligence – Assessment Tools – Audio Production – Augmented Reality – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud Computing – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Context Aware Computing – Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Grid Computing - Haptics – Learning Management Systems – Learning Objects and Repositories – Location–based Technologies – Mashups – Metadata, Ontologies and Taxonomies – Microblogging – Mobile Learning – Natural Language Processing – Peer to Peer Computing – Personal Learning Environments – Personalization – Podcasting – Portals – Presence Applications – Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots – Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Ubiquitous Learning - Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds – Wikis
  7. 7. Theory of Innovation
  8. 8. Technology Innovation Cycle Problems  New ideas and tinkering 
  9. 9. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0)
  10. 10. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype 
  11. 11. Resistance Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.”
  12. 12. Resistance Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.” Thomas Watson, Chairman, IBM (1943) – “I think there is a world market for maybe five computers.”
  13. 13. Resistance Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.” Thomas Watson, Chairman, IBM (1943) – “I think there is a world market for maybe five computers.” AT&T (1970) – “No commercial use for computer networking” – gave computer networking back to US Defense Department after a 6 month trial
  14. 14. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0)
  15. 15. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”) 
  16. 16. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services 
  17. 17. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services  New Integrative Solutions 
  18. 18. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services  New Integrative Solutions  New Problems 
  19. 19. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services  New Integrative Solutions  New Problems  Cycle starts with new players
  20. 20. Theory of Innovation Products  Applications  Services Applications Curve (Content/Processes) Technology Curve Services Curve | | | | | E-Learning is here  “Solutions” 
  21. 21. Version 1.0 – Supportive Innovation “We look at the present through a rear-view mirror. We march backwards into the future.” Marshall McLuhan
  22. 22. Steamship 1.0
  23. 23. Electric Light 1.0
  24. 24. Automobiles 1.0
  25. 25. Turn Signals 1.0 “Trafficators”
  26. 26. Learning Technologies 1.0 Supportive Technologies Some learning technologies are SUPPORTIVE of the current way of doing things: Examples: Virtual Classrooms Presentation Software Authoring Tools Assessment Tools Learning Management Systems
  27. 27. Learning Technologies 2.0 Disruptive Technologies Other learning technologies are DISRUPTIVE of the current way of doing things: Examples: Global Networking Artificial Intelligence Peer to Peer Technologies Collaboration Software Learner generated content Wearable computing
  28. 28. Theory of Innovation
  29. 29. Theory of Innovation
  30. 30. Theory of Innovation
  31. 31. Theory of Innovation Product Innovation Curve Peaking technologies Ascending technologies Maturing technologies Developing technologies ? Declining technologies
  32. 32. Theory of Innovation Product Innovation Curve (2006) Affective Computing Avatars Classroom Response Systems Data Mining Decision Support Software Gesture and Facial Recognition Haptics Mashups and Web Services Personal Learning Environments Smart Labels and Tags Telepresence Wearable Computing Developing technologies
  33. 33. Theory of Innovation Product Adoption Curve (2006) Ascending technologies Social Networking Tools Web Feeds Simulation Tools Social Bookmarking Personalization Semantic Web Mobile Technologies Wiki Tools Location Tools Gaming Blogs Agents Robotics
  34. 34. Theory of Innovation Product Innovation Curve (2006) Peaking technologies Collaboration Tools Search Engines Intelligent Tutoring Visualization
  35. 35. Theory of Innovation Product Innovation Curve (2006) Maturing technologies Animation Software Assessment Tools Audio and Podcasting Tools Authoring Tools Browsers Communications Tools Competency Tracking Software Content Management Systems Display Technologies E-Portfolio Tools Graphics Tools Learning Management Systems Learning Objects and Repositories Metadata, Ontologies, Taxonomies Natural Language Processing Peer-to-Peer Technologies Portals Presentation Tools Rapid E-Learning Tools Video and IPTV Virtual Reality VoIP and Telephony
  36. 36. Theory of Innovation Product Innovation Curve (2006): Computer Assisted Instruction Computer Based Training (CBT) CD-ROM DVD-ROM Floppy Disks Declining technologies
  37. 37. The Big Picture Training Technologies (1996) Peaking technologies Text Only Internet Ascending technologies Maturing technologies Compact Discs CBT Web 1.0 Overheads Developing technologies Declining technologies
  38. 38. The Big Picture Training Technologies (2006) Peaking technologies Web 1.0 Ascending technologies Maturing technologies Web 2.0/Clouds Compact Discs Robotics/Agents Text Only Internet Developing technologies Declining technologies
  39. 39. The Big Picture Training Technologies (2009) Peaking technologies Web 2.0 Ascending technologies Maturing technologies Robotics/Agents Web 1.0 Collective Learning Compact Discs Developing technologies Declining technologies
  40. 40. The Big Picture Training Technologies (2014) Peaking technologies Robotics/Agents Ascending technologies Maturing technologies Collective Learning Web 2.0/Clouds Bio-learning Web 1.0 Developing technologies Declining technologies
  41. 41. E-Learning Technologies (2009) Affective Computing – Agents – Animation Tools – Artificial Intelligence – Assessment Tools – Audio Production – Augmented Reality – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud Computing – Collaboration Tools – Communication Systems – Competency •Social Networking Services Tracking – Content Management Systems – Context Aware Computing – Data Mining – Decision Support Systems – Digital Ink, Paper and •Blogs Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Grid Computing - Haptics – •Wikis Learning Management Systems – Learning Objects and Repositories – Location–based Technologies – Mashups – Metadata, Ontologies and •Virtual Worlds Taxonomies – Microblogging – Mobile Learning – Natural Language Processing – Peer to Peer Computing – Personal Learning Environments – Personalization – Podcasting – Portals – Presence Applications – Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots – Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Ubiquitous Learning - Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds – Wikis
  42. 42. Social Networking Services • Find experts • Get fast answers • Build relationships • Informal learning 16
  43. 43. Blogs • Capture knowledge • Reflection • Feedback • Professional Development 16
  44. 44. Wikis • Manage information • Provide documentation • Share resources • Knowledge repository 16
  45. 45. Virtual Worlds • Greater social presence compared with other learning technologies • Enhanced interaction • Realistic 3D objects and environments 16
  46. 46. Hewlett-Packard Web 2.0 Community Components of the Web 2.0 Online Learning Community: •Blogs •Discussion Board •Social Bookmarks •Wiki •User-generated content 16
  47. 47. Hewlett-Packard Blogs Shared authorship: • Novice • Expert • Course vendor • Learning & Development Supports: • Audio/ Video • Images • RSS Feeds 16
  48. 48. Hewlett-Packard Discussion Board • Share knowledge • Share experiences •L&D facilitates discussions 16
  49. 49. Hewlett-Packard User-Generated Content • Rapid development tools • Instructional design support 16
  50. 50. Hewlett-Packard Wiki HPedia • Same framework as Wikipedia 16
  51. 51. Hewlett-Packard Social Bookmarking • Stores bookmarks on server • Tag and share resources 16
  52. 52. Hewlett-Packard : Measuring 16
  53. 53. Hewlett-Packard : Benefits •Time and Cost Savings •Productivity Improvement •Common Language 16
  54. 54. GE Contractual Services : Virtual World Training program to elicit time- critical strategic behavior in response to a forced outage situation 16
  55. 55. GE Contractual Services: Virtual World Design •Movie storyline •3 hours •Game-based steps •Uses actual tools staff would use (PDA, cell phone, laptop) 16
  56. 56. GE Contractual Services: Virtual World Game design • Automated bots mimic personnel • Simulation uses artificial intelligence to provide responses • Hidden timeline used 16
  57. 57. GE Contractual Services: Virtual World Benefits • Improves time response to outages • Better organization of people and equipment • Accuracy and appropriateness of performance • Increases confidence 16
  58. 58. Summary  There has been an “explosion” of learning technologies since the mid-1990s
  59. 59. Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous
  60. 60. Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)
  61. 61. Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)  Market is starting to consolidate
  62. 62. Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)  Market is starting to consolidate  Web 2.0 tools (especially Social Media) are now prominent
  63. 63. Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)  Market is starting to consolidate  Web 2.0 tools (especially Social Media) are now prominent
  64. 64. Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)  Market is starting to consolidate  Web 2.0 tools (especially Social Media) are now prominent  Need to experiment with the new tools – “low cost failure”
  65. 65. Q&A Thank you! Here is how you can connect us: E-Mail: gary@brandon-hall.com janet@brandon-hall.com Blog: http://brandon-hall.com/garywoodill http://brandon-hall.com/janetclarey Website: http://www.brandon-hall.com Twitter: @gwoodill @jclarey
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